Merge remote-tracking branch 'origin/master' into LevelSystemAndSuch.
This commit is contained in:
+40
-8
@@ -32,6 +32,7 @@
|
||||
#include "World.h"
|
||||
#include "CTransform.h"
|
||||
#include "CTemplate.h"
|
||||
#include "Core/ConfigFile.h"
|
||||
#include "Core/EventBroker.h"
|
||||
#include "Rendering/CModel.h"
|
||||
#include "Rendering/CSprite.h"
|
||||
@@ -72,6 +73,8 @@
|
||||
#include "Physics/CParticle.h"
|
||||
#include "Physics/CParticleEmitter.h"
|
||||
|
||||
#include "Rendering/AnimationSystem.h"
|
||||
|
||||
#include "Game/EGameStart.h"
|
||||
#include "Sound/EPlaySound.h"
|
||||
|
||||
@@ -88,18 +91,34 @@ class Engine
|
||||
|
||||
public:
|
||||
Engine(int argc, char* argv[]) {
|
||||
auto config = ResourceManager::Load<ConfigFile>("Config.ini");
|
||||
|
||||
LOG_LEVEL = static_cast<_LOG_LEVEL>(config->GetValue<int>("Debug.LogLevel", 1));
|
||||
|
||||
m_EventBroker = std::make_shared<EventBroker>();
|
||||
|
||||
m_Renderer = std::make_shared<Renderer>();
|
||||
m_Renderer->SetFullscreen(false);
|
||||
//m_Renderer->SetResolution(Rectangle(0, 0, 1920, 1080));
|
||||
m_Renderer->SetResolution(Rectangle(0, 0, 675, 1080));
|
||||
m_Renderer->SetFullscreen(config->GetValue<bool>("Video.Fullscreen", false));
|
||||
m_Renderer->SetResolution(Rectangle(
|
||||
0,
|
||||
0,
|
||||
config->GetValue<int>("Video.Width", 675),
|
||||
config->GetValue<int>("Video.Height", 1080)
|
||||
));
|
||||
m_Renderer->Initialize();
|
||||
|
||||
m_FrameStack = new GUI::Frame(m_EventBroker.get());
|
||||
m_FrameStack->Width = 675;
|
||||
m_FrameStack->Height = 1080;
|
||||
auto menu = new GUI::MainMenu(m_FrameStack, "MainMenu");
|
||||
|
||||
if (config->GetValue<bool>("Debug.SkipStory", false)) {
|
||||
Events::GameStart e;
|
||||
m_EventBroker->Publish(e);
|
||||
auto hud = new GUI::HUD(m_FrameStack, "HUD");
|
||||
}
|
||||
else {
|
||||
auto menu = new GUI::MainMenu(m_FrameStack, "MainMenu");
|
||||
}
|
||||
|
||||
m_InputManager = std::make_shared<InputManager>(m_Renderer->Window(), m_EventBroker);
|
||||
|
||||
@@ -165,6 +184,9 @@ public:
|
||||
m_World->SystemFactory.Register<Systems::PhysicsSystem>(
|
||||
[this]() { return new Systems::PhysicsSystem(m_World.get(), m_EventBroker); });
|
||||
m_World->AddSystem<Systems::PhysicsSystem>();
|
||||
m_World->SystemFactory.Register<Systems::AnimationSystem>(
|
||||
[this]() { return new Systems::AnimationSystem(m_World.get(), m_EventBroker); });
|
||||
m_World->AddSystem<Systems::AnimationSystem>();
|
||||
m_World->SystemFactory.Register<Systems::TravellingSystem>(
|
||||
[this]() { return new Systems::TravellingSystem(m_World.get(), m_EventBroker); });
|
||||
m_World->AddSystem<Systems::TravellingSystem>();
|
||||
@@ -260,7 +282,8 @@ public:
|
||||
glm::mat4 modelMatrix = glm::translate(glm::mat4(), absoluteTransform.Position)
|
||||
* glm::toMat4(absoluteTransform.Orientation)
|
||||
* glm::scale(absoluteTransform.Scale);
|
||||
EnqueueModel(modelAsset, modelMatrix, modelComponent->Transparent, modelComponent->Color, modelComponent->ModelFile);
|
||||
Components::Animation* animationComponent = m_World->GetComponent<Components::Animation>(entity);
|
||||
EnqueueModel(modelAsset, modelMatrix, modelComponent, animationComponent);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -316,7 +339,7 @@ public:
|
||||
}
|
||||
|
||||
//TODO: Get this out of engine.h
|
||||
void EnqueueModel(Model* model, glm::mat4 modelMatrix, float transparent, glm::vec4 color, std::string fileName)
|
||||
void EnqueueModel(Model* model, glm::mat4 modelMatrix, const Components::Model* modelComponent, const Components::Animation* animationComponent)
|
||||
{
|
||||
for (auto texGroup : model->TextureGroups)
|
||||
{
|
||||
@@ -329,8 +352,17 @@ public:
|
||||
job.ElementBuffer = model->ElementBuffer;
|
||||
job.StartIndex = texGroup.StartIndex;
|
||||
job.EndIndex = texGroup.EndIndex;
|
||||
job.ModelMatrix = modelMatrix;
|
||||
job.Color = color;
|
||||
job.ModelMatrix = modelMatrix * model->m_Matrix;
|
||||
job.Color = modelComponent->Color;
|
||||
|
||||
if (model->m_Skeleton != nullptr) {
|
||||
job.Skeleton = model->m_Skeleton;
|
||||
if (animationComponent != nullptr) {
|
||||
job.AnimationName = animationComponent->Name;
|
||||
job.AnimationTime = animationComponent->Time;
|
||||
job.NoRootMotion = animationComponent->NoRootMotion;
|
||||
}
|
||||
}
|
||||
|
||||
m_RendererQueue.Deferred.Add(job);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user